Saturday, August 27, 2016

The Yuki-onna - the Snow Woman

The yuki-onna (snow woman) is a spirit of Japanese folklore. As beautiful as she is malevolent, she seeks out those lost in snowstorms to feed on their life forces and leave frozen corpses in her wake.

Yuki-onna
Medium undead, neutral evil

Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.

Str        Dex      Con      Int        Wis      Cha
7 (-2)   13 (+1) 10 (+0) 10 (+0) 13 (+1) 17 (+3)

Skills Deception +6, Stealth +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Challenge 5

Ethereal Sight. The yuki-onna can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Innate Spellcasting. The yuki-onna’s innate spellcasting ability is Charisma (spell save DC 14). The yuki-onna can innately cast the following spells, requiring no material components:
At will: gust of wind
1/day each: compulsion, Otiluke’s freezing sphere, telekinesis

Incorpeal Movement. The yuki-onna can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Life-Draining Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage. The target’s hit point maximum is reduced by an equal amount, and the yuki-onna regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0, leaving a frost-covered corpse.

Cold Breath (Recharges 5-6). The yuki-onna exhales an icy blast in a 60-cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, half as much damage on a successful one. A creature killed by the yuki-onna’s cold breath becomes a frozen statue until it thaws.

Etherealness. The yuki-onna enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

The yuki-onna comes with the winter storm, seeking out those who are lost in the driven snow. The spirit of one who died in the snow, the yuki-onna is a vengeful creature. It seeks to bring the same fate to others that befell it in life.

The yuki-onna appears as a tall, beautiful woman who is extremely pale, with long, black hair. It dresses in white, and blends into the snow easily. It is only when it draws near enough to see its eyes, like twin flecks of ice, that its inhumane nature becomes clear.

The Freezing Touch of Death

The yuki-onna uses the cover of the blizzard to draw close to its prey. It tries to deceive those it hunts, striking when the prey comes within reach. The yuki-onna’s touch feels bitterly cold, drawing forth the life force of the living upon which it feeds.

The yuki-onna can do far more than kill with its touch. The spirit wields a variety of supernatural powers, such as compelling a victim to move away from safety or redirecting the wind. Its very breath can freeze a man solid, leaving a horrible monument to its malevolence.


Typically, the yuki-onna’s attack is without mercy. Occasionally, however, the spirit will spare someone. Its reasons are mysterious, but those it spares are usually very young or very beautiful.

Sunday, August 21, 2016

Throwing my hat into the DM's Guild ring.

I've finally decided to give the DM's Guild a try. My first effort is the Folio of Fiends, which takes a bunch of classic monsters from the Fiend Folio from the early 1980's and updates them to D&D 5e. It's pay what you want, so if you don't want to pay anything, you're in luck!
Go check it out: Folio of Fiends

Thank ya kindly.

Monday, August 15, 2016

Fall-from-Grace of Planescape: Torment fame

Fall-from-Grace is possibly one of the most unusual succubi in the outer planes. She was in the Planescape: Torment game, and mentioned in a couple of other places in the D&D game. The daughter of Red Shroud, granddaughter of Malcanthet and Pazuzu, she shows that sometimes the apple does fall far from the tree.

Fall-From-Grace
Medium fiend (shapechanger), lawful neutral

Armor Class 16 (natural armor)
Hit Points 105 (14d8+42)
Speed 30 ft., fly 60 ft.

Str        Dex      Con      Int        Wis      Cha
13 (+1) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 19 (+4)

Saves Wisdom +6, Charisma +7
Skills Arcana +6, History +6, Insight +6, Perception +6, Persuasion +7, Religion +6
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Infernal, telepathy 60 ft.
Challenge 6

Telepathic Bond. Fall-from-Grace ignores the range restriction on her telepathy when communicating with a creature she has charmed. The two don’t even need to be on the same plane of existence.

Shapechanger. Fall-from-Grace can use her action to polymorph into a Small or Medium humanoid, or back to her true form. Without wing, Fall-from-Grace loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

Spellcaster. Fall-from-Grace is a 9th level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with attack spells). Fall-from-Grace has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, cure wounds, sanctuary, shield of faith
2nd level (3 slots): blindness/deafness, silence, spiritual weapon
3rd level (3 slots): dispel magic
4th level (3 slots): banishment, freedom of movement
5th level (1 slot): dispel evil and good, raise dead

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Charm. One humanoid Fall-from-Grace can see within 30 feet of her must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Fall-from-Grace’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Fall-from-Grace’s Charm for the next 24 hours.
Fall-from-Grace can have only one target charmed at a time. If she charms another, the effect on the previous target ends.

Draining Kiss. Fall-from-Grace kisses a creature charmed by her or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 42 (7d10+4) psychic damage on a failed save, or half a much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness. Fall-from-Grace magically enters the Ethereal Plane from the Material Plane, or vice versa.

Fall-from-Grace’s equipment:

Fall-from-Grace’s Earrings
Wondrous item, very rare (requires attunement by a female)

Fall-from-Grace’s earrings give +1 to AC and saving throws while worn.

Fall-from-Grace’s Chastity Bodice
Wondrous item, very rare (requires attunement by a female)

Fall-from-Grace’s Chastity Bodice gives advantage on saving throws against spells and other magical effects while worn. It also has minor enchantments on it that keep it clean and repair minor damage in the fabric.

Fall-from-Grace is the daughter of the succubus Red Shroud, who is in turn the daughter of Malcanthet, the Queen of Succubi, and Pazuzu, Prince of the Lower Aerial Kingdoms. Red Shroud sold her daughter to the devils of the Nine Hells, where she served as a slave for an uncertain amount of time. She challenged one of her infernal masters to a contest of improvisation, which she won, and thereby earned her freedom.

Once freed, Fall-from-Grace left the lower planes for Sigil, where she encountered the Society of Sensation. Identifying with their philosophy, she joined the Society and founded the Brothel for Slaking Intellectual Lusts. There, the staff offered intellectual and emotional stimulation, rather than sexual.

Fall-from-Grace is a creature of contradictions. Born of chaos and evil, she is lawful and inclined towards good. A creature of dark sexuality, she is by all appearances chaste. She possesses the holy powers of a cleric, yet worships no god. She is dedicated to the philosophy of the Sensates.

She left the Brothel for Slaking Intellectual Lusts for a time to accompany the Nameless One on his quest. What happened afterwards is unknown, just as it is unknown how she fared during the Faction War in Sigil. It is known that the Society of Sensation didn’t survive the Faction War, though many of its members did.


Fall-from-Grace is, like all of her kind, extremely beautiful. Blonde, statuesque and perfect in form, save for the small pair of horns that grow from her brow and the dark wings that extend out from her back. She dresses modestly, though this does little to disguise the beauty of her form. She abhors the touch of metal, a fact not known to many, and as a result refuses to wield weapons in combat.

Friday, August 12, 2016

The Gear Spirit & Nordom the Rogue Modron

Just to be upfront, I've never played Planescape: Torment. So it's possible I have no business statting up a character from the game, but I'm going to do it anyway. Because he looked kind of cool on the game's wiki. So, I give you Nordom Whistleklik, rogue modron.

I've also created stats for the Gear Spirits, creatures of living metal tasked with maintaining the cogs of Mechanus. They basically sound like they've been enslaved by the modrons, and sometimes one just can't stand it anymore and goes walkabout.


Nordom Whistleklik as depicted in the game.

Nordom Whistleklik
Medium construct, chaotic neutral

Armor Class 17 (natural armor)
Hit Points 52 (7d8+21)
Speed 40 ft.

Str        Dex      Con      Int        Wis      Cha
16 (+3) 16 (+3) 16 (+3) 16 (+3) 8 (-1)   8 (-1)

Skills Perception +1
Senses truesight 120 ft., passive Perception 11
Languages Common, Modron
Challenge 3

Crossbow Expert. Nordom ignores the loading quality of crossbows. Being within 5 feet of a hostile creature doesn’t impose disadvantage on its ranged attack rolls with crossbows.

Disintegration. If Nordom dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions
Multiattack. Nordom makes four fist attacks or four crossbow attacks.

Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4+3) bludgeoning damage.

Nordom’s Crossbows
Nordom’s crossbows appear to be normal light crossbows made from metal. They are, however, actually a pair of gear spirits. They have Intelligence and Wisdom scores of 10, are capable to shifting their shape into other sorts of metal weapons and tools, and are able to generate a seemingly infinite amount of ammunition for their crossbow form. The ammunition they create is non-magical. Their metal forms are susceptible to rusting effects, such as the touch of a rust monster. These gear spirits, like Nordom, are rogues and are chaotic neutral in alignment. See below for more details on gear spirits.

Nordom Whistleklik is a rogue quadrone from the plane of Mechanus. Its function became altered after it was exposed to the raw chaos of Limbo. Nordom was encountered by the being known as the Nameless One in the Rubikon, also known as the Modron Maze, on the plane of Limbo. It was inadvertently given its name by the Nameless One when he referred to it as “a backwards modron”. Nordom joined the Nameless One on his quest for a time, and its ultimate fate is unknown. As a rogue modron, its kind are hunting for it so that they may take it back to Mechanus for destruction and replacement.

Nordom has managed to acquire a variety of upgrades, some more visible than others. These upgrades account for its altered stats. Nordom replaced its pair of wings with an extra pair of arms, which allows it to utilize two light crossbows in combat.

Despite it being a rogue, Nordom doesn’t have much more personality than a regular modron. It is still very much a mechanical thinker.

Gear Spirit
Small construct (shapechanger), lawful neutral

Armor Class 15 (natural armor)
Hit Points 4 (1d6+1)
Move 15 ft., burrow 15 ft.

Str        Dex      Con     Int        Wis      Cha
10 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 10
Languages Modron
Challenge ¼ (50 XP)

Meld with Metal. The gear spirit is able to step into any manufactured metal or machinery large enough to fully contain its body. Once fully blended with a machine, it is able to command it to obey its will, though only within the established functions of the device. It could, for instance, make a wheel roll or unlock a door, but it would not be able to make a lamppost attack its enemies. While melded with a metal object, the gear spirit is able to see and hear its environment and it cannot be attacked directly. Destroying the metal object it is melded with forces the gear spirit to be expelled and fall prone into an unoccupied space.

Reduce Armor. If the gear spirit hits a creature wearing nonmagical metal armor or wielding a metal shield with a melee attack, the armor takes a permanent and cumulative -1 to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. The gear spirit is unable to use this ability with ranged attacks.

Rust Susceptibility. The gear spirit’s body is vulnerable to rust of both natural and magical nature. A successful touch by a rust monster’s antennae removes 1 hit point from the gear spirit, destroying the gear spirit if its hit point total reaches 0. The gear spirit’s body rusts roughly twice as quickly as steel.

Shapechange. The gear spirit is able to change its form, commonly taking the shape of mechanical device or tools. It is able to change its limbs into tools and weapons or assume the form of a weapon at will. It is able to provide itself with near limitless ammunition if it changes all or part of its form into a crossbow.

Actions
Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.

Melee Weapon.  Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning, piercing, or slashing damage depending on weapon form.

Gear spirits are creatures of living metal, assuming a myriad of form. Though it typically takes the form of common tools or mechanical devices, it always has an irregularly shaped face visible. The gear spirits are formed and controlled by the modrons, tasked with the maintaining of the cogs of Mechanus. Each gear spirit is tied to a specific cog by the modrons.

The gear spirit is able to manipulate the shape of its body, taking on a form suitable for whatever task is at hand. It eats manufactured metal, which maintains its form, which is highly susceptible to rusting. The idea of rusting away to nothing is an absolutely horrifying thought for a gear spirit.


Gear spirits have more individuality and personality than modrons do. The servitude forced upon them rankles just a bit, and occasionally a gear spirit will slip away from its duties. Though there is little chance that the unsupervised cog will malfunction, there is still a chance and the modrons hunt down these rogue spirits in much the same way then hunt down rogue modrons. Once they have brought their quarry to Mechanus, a new gear spirit can then be formed to take its place.

Monday, August 8, 2016

The Wendigo prowls the winter night.

The wendigo is a monster from Algonuian folklore, a monster connected to cannibalism which prowls the northern forests of the Atlantic Coast and Great Lakes Region.

Here's the handy wiki article: https://en.wikipedia.org/wiki/Wendigo

Wendigo
Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 127 (15d10+45)
Speed 40 ft.

Str        Dex      Con      Int        Wis      Cha
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 16 (+3)

Skills Perception +6, Stealth +6, Survival +7
Damage Resistances necrotic
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Sylvan
Challenge 6

Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.

Innate Spellcasting. The wendigo’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
3/day: water walk, wind walk
1/day: control weather

Keen Smell. The wendigo has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. The wendigo makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Howl. The wendigo emits a horrific howl. Each creature within 60 feet of it that can hear it and isn’t an undead or construct must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

On lonely winter nights, as the frigid wind blows through the northern trees, a far off howl can be heard. A howl that causes a chill that has nothing to do with the winter cold. Constantly prowling, an insatiable hunger gnawing at its belly, is the wendigo. It comes with the snow, slaying and devouring all it meets, yet never having its fill. Many believe that this creature is created when a humanoid eats the flesh of its own kind, then is cursed by the gods for its crime. Others believe that those who succumb to cannibalism, regardless of the reason, then fall prey to evil spirits that ride the winter winds. Regardless of the truth of the matter, this fell beast relentlessly hunts the flesh of humanoids, its hunger never sated.

The wendigo is tall and gaunt to the point of appearing emaciated. Its ash grey skin is pulled tightly over its bones, which push out against its leathery hide. Its hair is long and stringy, and it sometimes has a wild beard. Its eyes are sunken into their sockets, tattered lips pull back to reveal wicked, jagged teeth, and its fingers end in hooked claws. A pair of curving antlers grows from its head, and those who have survived encountering the beast claim that it is surrounded by the faint odor of death and corruption.

No one knows for sure if there is more than one wendigo, as the beast is only ever encountered alone. It is nomadic, prowling the northern mountains and forests, maintaining only temporary lairs and following the frigid wind and snow.

Friday, August 5, 2016

The Ghour, rampaging beast of Baphomet

The ghour is a species of large, minotaur-like demons that serve Baphomet, the Horned King. It made its first appearance in Monsters of Faerun in 2001. They also made an appearance in Lost Empires of Faerun in 2005.

The ghour as pictured in Monsters of Faerun.


Ghour
Huge fiend (demon), chaotic evil

Armor Class 18 (natural armor)
Hit Points 200 (16d12+96)
Speed 40 ft.

Str                    Dex                  Con                  Int                    Wis                  Cha
23 (+6)             11 (+0)             23 (+6)             14 (+2)             13 (+1)             14 (+2)

Saving Throws Str +11, Con +11, Wis +6
Skills Perception +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poisoned
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Giant; telepathy 120 ft.
Challenge 14

Charge. If the ghour moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 15 feet away and knocked prone.

Labyrinthine Recall. The ghour can perfectly recall any path it has travelled.

Magic Resistance. The ghour has advantage on saving throws against spells and other magical effects.

Actions
Multiattack. The ghour makes two attacks with its fists.

Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10+6) bludgeoning damage.

Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10+6) piercing damage.

Noxious Breath (Recharge 5-6). The ghour exhales noxious gas in a 40-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw or be poisoned until the end of the ghour’s next turn.

Roar (1/day). The ghour unleashes a horrific roar. Each creature within 60 feet of it that can hear it and that isn’t a demon must succeed on a DC 19 Constitution saving throw or be stunned until the end of the ghour’s next turn.

These hulking demons serve the demon lord Baphomet, monstrous beasts that embody the Horned King’s brutality. They serve Baphomet’s will amongst the minotaurs, ogres, and giants that worship him. A tribe with a ghour present views itself as blessed by their demon lord.

A ghour towers above the ogres and minotaurs around it. It combines the form of a heavily muscled ogre with the features of a minotaur. It has a thick and hairy hide, its face bestial, and its feet are cloven hooves. A pair of enormous horns juts from its skull.


Ghour are savage fighters, rampaging across the battlefield goring with its horns and smashing with its powerful fists. When it first enters combat, it will unleash its roar or breathe its noxious breath on opponents. Ghour are deceptively intelligent, despite their behavior.

Tuesday, August 2, 2016

Ilsidahur, the Howling King

I know many in the D&D sphere have moved on from demons to vampires, but I still have demons on the brain. I've statted up Ilsidahur, the Howling King, servant of Demogorgon. I'll have Pazuzu, Prince of the Lower Aerial Kingdoms, and Kostchtchie, Prince of Wrath, done pretty soon. I'm also working on the Ghour, those big and bad servants of Baphomet.

I don't think Ilsidahur has ever been given official stats in any edition of D&D, though I could be wrong. He is first mentioned in Dungeon #10, in the adventure "Lost Shrine of Ilsidahur". He's mentioned in Fiendish Codex I: Hordes of the Abyss in 2006 and is briefly mentioned again in Dragon #357 in 2007.

Ilsidahur
Huge fiend (demon), chaotic evil

Armor Class 19 (natural armor)
Hit Points  362 (25d12+200)
Speed 40 ft., climb 30 ft.

Str                    Dex                  Con                  Int                    Wis                  Cha
30 (+10)           15 (+2)             26 (+8)             18 (+4)             21 (+5)             16 (+3)

Saving Throws Dex +9, Con +15, Wis +12
Skills Intimidation +10, Perception +12
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)

Innate Spellcasting. Ilsidahur’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
At will: detect magic
3/day each: dispel magic, dominate beast, entangle, invisibility, phantasmal force
1/day: teleport

Legendary Resistance (3/Day). If Ilsidahur fails a saving throw, he can choose to succeed instead.

Magic Resistance. Ilsidahur has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ilsidahur’s weapon attacks are magical.

Reckless. At the start of his turn, Ilsidahur can gain advantage on all melee weapon attacks he makes that turn, but attack rolls against him have advantage until the start of his next turn.

Running Leap. Ilsidhur’s long jump is up to 60 feet and his high jump is up to 30 feet when he has a running start.

Actions
Multiattack. Ilsidahur makes three attacks: one with his bite and two with his fists.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit:  24 (4d6+10) piercing damage.

Fist. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10+10) bludgeoning damage.

Howl. Ilsidahur releases a supernaturally frightening howl. The howl has no effect on barlguras. All other creatures within 120 feet of him that can hear him must make a DC 18 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Ilsidahur is within line of sight of the creature.

If the creature’s saving throw is successful or the effect ends for it, the creature is immune to Ilsidahur’s Howl for the next 24 hours.

Legendary Actions
Ilsidahur can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ilsidahur regains spent legendary actions at the start of his turn.

Charge. Ilsidahur moves up to his speed.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 20). The grappled target it also restrained. Ilsidahur can grapple only one creature with his tail at a time.

Ilsidahur
The Howling King appears as a gigantic, hulking orangutan, with a long prehensile tail and bronze ram-like horns. He claims rulership of the barlguras, and is the embodiment of the brutal savagery of the Abyss. He is also served by nalfeshnee.

Ilsidahur serves the great Demogorgon, though he will sometimes quarrel with the Prince of Demons. Such is his nature, to be wild and savage. He has little interest in the politics of the Abyss, intent on hunting prey to chase down and devour. He will gladly face virtually any challenger, reveling in the violence of the moment.
The Howling King wears no armor and wields no weapon. He only uses his teeth and mighty fists in battle. He cares little for treasure for the most part, but prizes objects made of bronze.

Ilsidahur’s Lair
Ilsidahur rules the 90th layer of the Abyss, known as the Guttering Grove. It is a jungle realm populated with simian monsters. It is here that the Howling King and his minions, in addition to indulging in their urges to hunt, guard the landward access to Demogorgon’s realm, Gaping Maw.

Lair Actions
On initiative count 20 (losing initiative ties), Ilsidahur can take a lair action to cause one of the following effects: he can’t use the same effect two rounds in a row.

·         Each barlgura that Ilsidahur can see can use its reaction to move up to its speed.

·         Ilsidahur casts the grasping vine spell twice, targeting different areas with the spell. A targeted creature must succeed on a DC 18 Dexterity saving throw or be pulled 20 feet directly toward the vine. Ilsidahur doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round.

·         A tremor shakes the ground in a 60-foot radius around Ilsidahur. Each creature other than the Howling King must make succeed on a DC 15 Dexterity saving throw or be knocked prone.

Regional Effects
The region containing Ilsidahur’s lair is warped by his magic, creating one or more of the following effects:

·         Within 6 miles of Ilsidahur’s lair, creatures begin to feel as though they are being watched by something unseen. The feeling of being stalked by a predator is inescapable.

·         Within 1 mile of Ilsidahur’s lair, predatory beasts become savage and nearly impossible to control. Prey animals become frightened and wild eyed, and may lash out or panic even when no visible threat is nearby.

·         If a humanoid spends at least 1 hour within 1 mile of Ilsidahur’s lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Ilsidahur table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Ilsidahur dies, these effects fade over the course of 1d10 days.

Madness of Ilsidahur
If a creature goes mad in Ilsidahur’s lair or within line of sight of the demon lord, roll on the Madness of Ilsidahur table to determine the nature of the madness, which is a character flaw that lasts until cured.

Madness of Ilsidahur
d100                Flaw
01-20               “I am overwhelmed with uncontrollable rage when I feel I am being challenged.”
21-40               “Violence is the solution to all of my problems.”
41-60               “I must feed on the raw flesh of my prey, devouring it like a wild animal.”
61-80               “If I want it, I take it. It doesn’t matter what it is or who it belongs to.”

81-100             “I keep and display trophies from the bodies of those I have slain.”